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[mod] Rimworld 1.3: Nephila Hyperpregnancy Race Mod


HiveBro

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Posted

Ah, I think I know what the issue is. The fog was originally going to be a more dangerous event, but I settled on making it a weather that corresponded with the clutch mother event. The fog on its own should generally only spawn as a normal weather, so I'll change its description to remove references to it causing sickness.

Posted
1 hour ago, HiveBro said:

Ah, I think I know what the issue is. The fog was originally going to be a more dangerous event, but I settled on making it a weather that corresponded with the clutch mother event. The fog on its own should generally only spawn as a normal weather, so I'll change its description to remove references to it causing sickness.

 

I think it should do something or else it's just regular fog with a longer name. Maybe it could apply the urchin spore effect to anyone outside?

Posted

Nephilitic biomes is a recent addition to the core mod. It's a temperate forest equivalent with some twists.

Hmm. Looking at your hugslog, generic (is this a standard name for anyone not logged in as someone specific on LL or is that your specific name?), there's an issue with auras on one of your pawns but nothing else specifically related to Nephila. Could you please try to spawn the event in a new game, try to kill the clutch mother to confirm it still reappears, then wait for the event to end (you'll get a notification) and then try to kill it again? Confirming whether the event is what's causing it to reappear or not can help me work through what might be going wrong.

Posted
54 minutes ago, HiveBro said:

Nephilitic biomes is a recent addition to the core mod. It's a temperate forest equivalent with some twists.

Hmm. Looking at your hugslog, generic (is this a standard name for anyone not logged in as someone specific on LL or is that your specific name?), there's an issue with auras on one of your pawns but nothing else specifically related to Nephila. Could you please try to spawn the event in a new game, try to kill the clutch mother to confirm it still reappears, then wait for the event to end (you'll get a notification) and then try to kill it again? Confirming whether the event is what's causing it to reappear or not can help me work through what might be going wrong.

 

Okay, I confirmed it. As soon as one dies, a new one appears. Note that there is no notification after one of them dies--I waited for around six game hours after I killed the first, and never got one. This is what I saw before, in my previous game. It sounds like the problem is that the event isn't ending correctly.

 

"genericlogin" is my specific LoversLab username. It's specifically generic, even.

Posted

Got it. The event doesn't end on the death of the creature. It ends after an indeterminate time. If you're able, please try to run through until the event ends naturally and let me know if you can kill the creature then.

Posted
55 minutes ago, HiveBro said:

Got it. The event doesn't end on the death of the creature. It ends after an indeterminate time. If you're able, please try to run through until the event ends naturally and let me know if you can kill the creature then.

 

The nephilitic fog went away four days after the previous clutch mother died. Is that what you mean by the event ending? I didn't want to go ahead and kill the one on the map if that wasn't it.

 

But, frankly, the event shouldn't end after an indeterminate time. When a mechanite cluster lands and activates a toxic spewer, you destroy it and the toxic fallout ends when you do. It doesn't end some inderterminate time later, maybe, if you're lucky. When an event starts with a mysterious giant creature appearing, it should end when you kill the mysterious giant creature.

Posted

Yeah, it ends when the fog goes away, not when the clutch mother dies. Atm, the clutch mother isn't particularly hard to deal with (slow and no ranged attacks), so the weather is disconnected because it would not be a particularly hard event to deal with otherwise. I'm considering changing the way the clutch mother works to make it more difficult to deal with and, if I do, I'll look into making the weather go away when it dies, too.

Posted

Okay, I killed the clutch mother after the fog ended, and this time no new clutch mother spawned.

 

I kind of disagree about the difficulty of the event, because it's not the clutch mother that's dangerous, it's the nephila sickness. Everyone outside when the event starts gets it, which is incredibly dangerous. Best case, an established colony uses up a whole lot of medicine treating everyone. In the situation I encountered it, my colony is less than a year old and only has herbal medicine. I'm waiting to see how it plays out, but there's a real danger that my colony will be effectively wiped out by three of my four colonists turning into worse-than-useless nephila.

 

Also, keep in mind that the weather currently doesn't do anything--it's just regular fog with a different name. There's no reason _not_ to make it go away when the creature dies, because it's the creature that spreads the sickness.

 

Oh, I also found that clutch mothers apparently count as insects, at least according to the butcher table. Since they're the only kind of nephila creature for which that is true, I thought it might be a bug.

Posted

Hmm. I'll tweak it before I push to the next release for lover's lab and dropbox. Keep in mind the creature, itself, doesn't cause the sickness, the event does, and the fog goes away when the event clears. I'll see about making the creature itself a bit more threatening but tying a clearing of the event to killing the creature (or time, whichever comes first, preferably). When everything's updated from the git test branch, I'll also be changing it so the earliest you can get the event is two quadrums in. At the moment, it's only avaiblable early because taht will increase the incidence of the event and (such as now) help me pinpoint if there are issues that need resolves. Thanks for your feedback, generic. I appreciate it. 

Posted

I have a question. My female nephila seraphim have an egg progress meter. It stops at 50%, saying it will continue when fertilized, except that no matter how much the males breed the females, the eggs aren't fertilized. Are the seraphim supposed to have egg progress, and what is topping them from being fertilized if they are?

Posted

Seraphim have zero fertility, so they shouldn't be able to lay eggs. The matrons are how you get more seraphim. I'll see if I can stop them from gestating eggs, though. Makes sense they wouldn't even create eggs if they're not fertile.

Posted

A couple small bugs:

 

Scrolling around on the nephila biome can sometimes get jerky. I think it's because the new plants give off light--Rimworld can't handle such a large number of light sources too well. I've seen this before in another custom biome with common light-emitting objects.

 

Nephila faction visitors will sometimes be a lone cherubim or seraphim.

Posted

Huh, didn't know that about light sources. will take that out, then. It was mostly there to help players determine the area of effect of the mind altering effects of the plants, but that's not worth a significant performance hit. 

Visitor stuff might be a bit harder to resolve, but I'll see what I can do. Thanks for letting me know.  

Posted

Here's another minor one: I've noticed that cherubim/seraphim give nephila sickness even when the only wound they inflict is a bruise, due to not penetrating their target's armor. Maybe Rimworld just doesn't give a way for modders to tell, but it would be nice if they sickness were only inflicted if the attack causes a cut.

Posted

Hmm. That's a good idea, but I'll have to spend some time thinking about how it could be implemented. Best I can guess is there might be a way to check how much damage is inflicted and have it work off that. No promises, though.

Posted

Is induced lactation something that can happen to pawns naturally on the nephila biome? I have a colonist who got it without (as far as I can tell) anyone using the psycast on her. It turns out it's pretty debilitating.  ?

 

Addendum: Is there any way to get rid of it? It's actually rendered that colonist useless--she can't even get out of bed any more.

Posted

Are the nephila supposed to be unable to lay eggs once they are in relation with another pawn ?

Also hair on my grand matrons is glitching, is it a common bug ?

Posted
15 hours ago, Sydonay said:

Are the nephila supposed to be unable to lay eggs once they are in relation with another pawn ?

 

I've had that problem. What's happening is that when they're in a relationship with another pawn, they won't lay eggs by themselves any more--instead, their lover will assist them. In practice, that tends to happen very rarely, so the nephila will be stuck at 100% for quite some time.

Posted

A couple more bugs: the spore induced libido affects mechanoids. Also, I found this when clicking on a nephila settlement on the world map. There were several other nephila settlements that didn't have this problem.

 

1943944264_ScreenShot2020-06-27at3_22_26PM.png.3900de3cff02be3cbb706d84adff5656.png

Posted

Lactation induction shouldn't debiltate pawns as the main thing it does (other than milk production) is increase vulnerability and sex ability. Could you mouse over the stats on the debilitated pawn that led to the debilitation and confirm they're being affected by lactation induction?

Sydonay: Are you running a more recent version of the Nephila mod? That used to be an issue, but should be resolved in the latest git version of the mod. 

Spore induced libido on mechanoids is bad. Hmm. Will have to figure out how that's happening. 

Trading issue and urchin plants are new errors, too. Dang, looks like I have a lot to look into. Thank you all for your catches.

Posted
2 hours ago, HiveBro said:

Lactation induction shouldn't debiltate pawns as the main thing it does (other than milk production) is increase vulnerability and sex ability. Could you mouse over the stats on the debilitated pawn that led to the debilitation and confirm they're being affected by lactation induction?

 

The lactation induction causes the pawn's breasts to begin growing until they hit the largest size, which has a -80% movement and manipulation penalty. That puts her very close to incapacitated by itself. Throw in the -5% consciousness from passing near an urchin tendril plant, or the pain increase from full breasts, and it downs her. If she also gets pregnant, she'll be bedridden from the middle stage on.

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